[RELz] Fake Patch!

Post » Sat Apr 02, 2011 12:25 am

Just like above others said, "sArchiveList" line is in my Fallout.ini not in FalloutPrefs.ini. About the mod overwriting, I've already removed all my mods. So it won't be the problem. And I'm sure my O:A files are all good. Or maybe we can check O:A esm/bsa MD5, here's mine:
654fd99f03d79fe9265662ef1dfe8634   Anchorage - Main.bsabf1e8db35d04d9ad4b70fe9e1f6e1fd0   Anchorage.esme432b595bd996840619cb80a81520dd0   Anchorage - Sounds.bsa


Well, guess I'm the only unlucky one that HAVE to use FOSE (it's a great stuff, but I just don't want to have it as a necessity) to get Anchorage.esm work....
So only Fallout. ini needs to be edited. I'm not sure how to go about obtaining an MD5 hash and somehow doubt it would be helpful. Could it be some sort of regional difference? I see you're from Taiwan, so unless you're using the same Fallout and O:A versions, there might be some differences which would account for your problem? If you really think comparing MD5 hashes will help, I'll study up and figure it out.

My only other suggestion is to just play using FOSE if all works for you with it, although I can't see how as I've tested O:A w/o it. :shrug:
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Rich O'Brien
 
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Post » Fri Apr 01, 2011 6:17 pm

Nevermind about that, I had some messed up .esp files that I had deleted the textures for but forgot to deactivate. Crashes seem to have dissapeared again.
Missing mesh issue for O:A...elevator didn't exist. BUT, then I saw the thing earlier about adding lines to my .ini file, and the elevator is there. Gonna try playing it, cross your fingers.
Anyway, this is better than anything I've seen recently. VATS working is awesome, it's great that a community member would step up to the plate and do what Beth should have done ages ago: release a hotfix that removes the VATS changes. At least it used to be useable.
/target JustinOther
/bearhug
Keep up the good work! Glad I spent the time to get all this stuff to work.
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Hayley Bristow
 
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Post » Fri Apr 01, 2011 2:44 pm

Nevermind about that, I had some messed up .esp files that I had deleted the textures for but forgot to deactivate. Crashes seem to have dissapeared again.
Missing mesh issue for O:A...elevator didn't exist. BUT, then I saw the thing earlier about adding lines to my .ini file, and the elevator is there. Gonna try playing it, cross your fingers.
Anyway, this is better than anything I've seen recently. VATS working is awesome, it's great that a community member would step up to the plate and do what Beth should have done ages ago: release a hotfix that removes the VATS changes. At least it used to be useable.
/target JustinOther
/bearhug
Keep up the good work! Glad I spent the time to get all this stuff to work.
Glad it's helped and is appreciated. Here's hoping all the stops are pulled and O:A works right off the bat. :) Let me know how it goes.^__^
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CORY
 
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Post » Sat Apr 02, 2011 5:54 am

So only Fallout. ini needs to be edited. I'm not sure how to go about obtaining an MD5 hash and somehow doubt it would be helpful. Could it be some sort of regional difference? I see you're from Taiwan, so unless you're using the same Fallout and O:A versions, there might be some differences which would account for your problem? If you really think comparing MD5 hashes will help, I'll study up and figure it out.

My only other suggestion is to just play using FOSE if all works for you with it, although I can't see how as I've tested O:A w/o it. :shrug:

The regional difference is probably not the problem. I brought my copy directly from United State rather than the "Asian version" (same as those made in Singapore) imported by Microsoft Taiwan.
BTW, I reinstalled my game and tested with 1.0.0.15 exe + 1.0.0.15 esm (US English of course, should be 288,769,595 bytes?) with your Fake Patch (loaded after Fallout3.esm and before Anchorage.esm) plus my pre-1.1 saves & no mod. Unfortunately, the quest script is still not loaded. But with FOSE it works. (I didn't change anything beside loading FOSE.) It seems my assumption is right, it has nothing to do with esm version. It's the exe won't load Anchorage.esm properly. (I can be sure the exe is not corrupt.) May I suggest mentioning my case (the quest can't start, even with console command "startquest dlc02oa1" you'll get the error "Item 'dlc02oa1' not found for parameter Quest") and using FOSE as a problem solver?

Just curious about if using FOSE will effect my saves without any FOSE-dependent mods? (like storing some of its extra variables)
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mike
 
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Post » Fri Apr 01, 2011 9:36 pm

The regional difference is probably not the problem. I brought my copy directly from United State rather than the "Asian version" (same as those made in Singapore) imported by Microsoft Taiwan.
BTW, I reinstalled my game and tested with 1.0.0.15 exe + 1.0.0.15 esm (US English of course, should be 288,769,595 bytes?) with your Fake Patch (loaded after Fallout3.esm and before Anchorage.esm) plus my pre-1.1 saves & no mod. Unfortunately, the quest script is still not loaded. But with FOSE it works. (I didn't change anything beside loading FOSE.) It seems my assumption is right, it has nothing to do with esm version. It's the exe won't load Anchorage.esm properly. (I can be sure the exe is not corrupt.) May I suggest mentioning my case (the quest can't start, even with console command "startquest dlc02oa1" you'll get the error "Item 'dlc02oa1' not found for parameter Quest") and using FOSE as a problem solver?

Just curious about if using FOSE will effect my saves without any FOSE-dependent mods? (like storing some of its extra variables)
Well, I guess FOSE is the way to go in your case. :shrug: There's everything to gain and nothing to lose for using it standardly, so... All I can say is the 1.0.0.15 .exe is loading O:A fine for me and did for others after adding the O:A archives to their sArchiveList. There is a tendency for the 1.1.0.35 and 1.4.0.6 .esm's to intermittently behave strangely regarding the mouse upon startup, so I'm sticking with the recommendation of using the matching .exe and .esm, then bridging the gap to 1.4.0.6 with Fake Patch.esm. I'm glad to hear you got O:A up and running, although it's still baffling me that you need FOSE for O:A to work, but that might have something to do with FOSE disabling Games for Windows LIVE!, which I wouldn't doubt was either directly or indirectly the problem this whole time...

Size: 275 MB (288,769,595 bytes)
Size in disk: 275 MB (288,772,096 bytes)

We've got the same .esm...
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mishionary
 
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Post » Fri Apr 01, 2011 10:39 pm

Just curious about if using FOSE will effect my saves without any FOSE-dependent mods? (like storing some of its extra variables)

Nope. FOSE only adds scripting functions to the game. It's up to mods to use them. :D
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sunny lovett
 
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Post » Sat Apr 02, 2011 12:10 am

I'm glad to hear you got O:A up and running, although it's still baffling me that you need FOSE for O:A to work, but that might have something to do with FOSE disabling Games for Windows LIVE!, which I wouldn't doubt was either directly or indirectly the problem this whole time...

Hmm...I'll try something about disabling GFWL manually (GFWL Disabler or such) to see the result when I go back to home.

Nope. FOSE only adds scripting functions to the game. It's up to mods to use them. :D

I was worrying about the compatibility of saves. Thanks for the info. :)
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Gemma Archer
 
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Post » Sat Apr 02, 2011 1:40 am

@JustinOther (& Co.),
I have no words to say how grateful I am for this and all of the info in this thread.....(well, besides the ones I just said.)
Seriously, you have my deepest gratitude for maintaining this thread and the Fake Patch.
Thank you!
:wub:
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Markie Mark
 
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Post » Fri Apr 01, 2011 6:16 pm

Was there ever a solution to the Steam version not updating problem? Did I just miss it in the thread somewhere?

Mynex
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Je suis
 
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Post » Fri Apr 01, 2011 6:08 pm

Nope. FOSE only adds scripting functions to the game. It's up to mods to use them. :D
Thank you for answering that question. I was investigating that and was reluctant to answer as I wasn't absolutly certain. :)
Hmm...I'll try something about disabling GFWL manually (GFWL Disabler or such) to see the result when I go back to home.
Using both FOSE and the Disabler combined is evidently advantageous. http://www.gamesas.com/bgsforums/index.php?s=&showtopic=964848&view=findpost&p=13947198
If you're playing with your DLC in Data, I suggest using them both. If you crash trying play through O:A upon AddAchievements, try the Achievement Remover in my sig. Let me know If you've had more success or problems with O:A?
@JustinOther (& Co.),
I have no words to say how grateful I am for this and all of the info in this thread.....(well, besides the ones I just said.)
Seriously, you have my deepest gratitude for maintaining this thread and the Fake Patch.
Thank you!
:wub:
I'm glad it's helped and am sorry I hadn't figured out the O:A sArchiveList= thing before making this thread/releasing Fake Patch. I hope this workaround shunts some of the frustration about the VATS issues and buys Beth some time to http://www.youtube.com/watch?v=ksC4BuWHcHc&feature=related with their next patch.
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Red Sauce
 
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Post » Fri Apr 01, 2011 4:25 pm

Using both FOSE and the Disabler combined is evidently advantageous. http://www.gamesas.com/bgsforums/index.php?s=&showtopic=964848&view=findpost&p=13947198
If you're playing with your DLC in Data, I suggest using them both. If you crash trying play through O:A upon AddAchievements, try the Achievement Remover in my sig. Let me know If you've had more success or problems with O:A?

That's what I'm using, thanks for the link.
About my problem, two of my friends that also brought FO3 US version like me have the same result too. Oh well, guess that doesn't matter since installing FOSE won't get any ill side effect. I'll try playing through O:A again to see if there's any achievement related problem. Thanks again for all the discussion. :)
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Louise Dennis
 
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Post » Sat Apr 02, 2011 5:14 am

Thanks again for all the discussion. :)
No problem. :) I'll be here to help should you encounter any more difficulties. *http://www.gamesas.com/bgsforums/index.php?showtopic=959505&st=0&p=13872813&#entry13872813's a one stop shopping guide to getting O:A working offline. Chances are that the same method will work for The Pitt and Broken Steel.

*skip step 1, of course, as you've already got the DLC and don't want/need the 1.1 patch.
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Jeff Turner
 
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Post » Fri Apr 01, 2011 2:25 pm

*http://www.gamesas.com/bgsforums/index.php?showtopic=959505&st=0&p=13872813&#entry13872813's a one stop shopping guide to getting O:A working offline. Chances are that the same method will work for The Pitt and Broken Steel.

I've already known/done those steps, but thanks for mentioning.
Oh, I forgot to report one thing. In my case, using only GFWL disabler can't solve my quest script problem, I still have to use/load FOSE. But, like you said, if it works, it works. :P
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Jason Rice
 
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Post » Fri Apr 01, 2011 9:27 pm

I feel pretty dense for asking this but I've read the whole thread as well as the fose documentation and can't find an answer.

This "appropriate fose_1_0.dll" mentioned in the readme and on this thread....where can that be found? Is it just from an older version of fose or is it one specifically made for this whole setup? If so, I no longer have the older version because once I updated, i tossed it.
Is there anywhere I can download it again?
Or am I confusing it with something else completely?
Thanks.

EDIT: I found a version from 1/13/09 with that file in it..is this what I should be looking for or is it another file specifically made for this whole setup?

(I just mistakenly posted this question in the Marksman mod thread (in case you feel like you already read this in the not-so-distant past). :embarrass:
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Felix Walde
 
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Post » Sat Apr 02, 2011 12:48 am

The FOSE team made a retrograded up-to-date 1.0 DLL because of many people downgrading to 1.0. You can find this on the FOSE topic first post.

http://www.gamesas.com/bgsforums/index.php?showtopic=963756
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Joanne Crump
 
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Post » Fri Apr 01, 2011 11:57 pm

The FOSE team made a retrograded up-to-date 1.0 DLL because of many people downgrading to 1.0. You can find this on the FOSE topic first post.

http://www.gamesas.com/bgsforums/index.php?showtopic=963756


Ah, there it is....I didn't see it on the fose.silverlock site. Maybe I just missed it.
Thanks a lot MadCat.
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Doniesha World
 
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Post » Sat Apr 02, 2011 2:43 am

@LadyDeadlock: I've put in links to the most recent FOSE thread, the 1.1 beta 2 download, and the accompanying .dll for 1.0.0.15 in the OP in an attempt to make it more concise. Sorry about the confusion. :)

@MadCat: Thanks for answering her question in my absence! :) I was playing the game and checking out the new MMM. I can't wait 'til someone throws a grenade at me and/or shoots a missile so I can target it in VATS!
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Hannah Whitlock
 
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Post » Fri Apr 01, 2011 3:55 pm

@LadyDeadlock: I've put in links to the most recent FOSE thread, the 1.1 beta 2 download, and the accompanying .dll for 1.0.0.15 in the OP in an attempt to make it more concise. Sorry about the confusion. :)


Excellent, I understand now. Most other people figured it out, though, without a link. i guess I'm a lil' behind (it's been a loooong day). I'm sure others like me will appreciate the clarification. :)
Thanks again.
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Travis
 
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Post » Fri Apr 01, 2011 4:00 pm

Just a question or two. The conversations I've skimmed over so far I don't really understand, plus I don't have O:A. Yet.
I'm patched to 1.1.0.35; Would I need to uninstall and re-install the game (including patches) to use this mod or can I just install it now? If I need to uninstall/re-install do I need to put in any official patches again or just this one to cover them all?
Hope that makes sense :blink:
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Melly Angelic
 
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Post » Sat Apr 02, 2011 2:29 am

Just a question or two. The conversations I've skimmed over so far I don't really understand, plus I don't have O:A. Yet.
I'm patched to 1.1.0.35; Would I need to uninstall and re-install the game (including patches) to use this mod or can I just install it now? If I need to uninstall/re-install do I need to put in any official patches again or just this one to cover them all?
Hope that makes sense :blink:


You would need to un/reinstall. The broken VATS system that is the primary reason for retrograding is part of the executable as far as we can tell. Unless you have a backed up copy of the v1.0.15 executable, then reinstall.
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Jason White
 
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Post » Fri Apr 01, 2011 9:50 pm

@LadyDeadlock: I've put in links to the most recent FOSE thread, the 1.1 beta 2 download, and the accompanying .dll for 1.0.0.15 in the OP in an attempt to make it more concise. Sorry about the confusion. :)

@MadCat: Thanks for answering her question in my absence! :) I was playing the game and checking out the new MMM. I can't wait 'til someone throws a grenade at me and/or shoots a missile so I can target it in VATS!


I shot a grenade out of the air yesterday. That mutie must have wet himself! ;)

You're pretty helpful for being Zorak :P
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Melly Angelic
 
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Post » Fri Apr 01, 2011 6:11 pm

I don't have O:A. Yet.
If you have updated to 1.1 already and do plan to get O:A, I suggest you get it while you've the 1.1 patch installed before reverting to 1.0.0.15.
I'm patched to 1.1.0.35; Would I need to uninstall and re-install the game (including patches) to use this mod or can I just install it now? If I need to uninstall/re-install do I need to put in any official patches again or just this one to cover them all?
Hope that makes sense :blink:
Well, you have to patch to but not past 1.0.0.15, the very first patch. Just loading the Fake Patch v_1.4.0.6.esm with a 1.1/1.4 install won't do it alone as you have to have the 1.0.0.15 Fallout3.exe to get the good VATS back. You might not be able to patch backwards, but you can try. If it either won't let you revert or does let you but you have problems, try reinstalling from scratch then only updating to 1.0.0.15. Just be certain that you say no when uninstalling when asked if you want to delete your saves.
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Dean Brown
 
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Post » Fri Apr 01, 2011 11:21 pm

I shot a grenade out of the air yesterday. That mutie must have wet himself! ;)

You're pretty helpful for being Zorak :P
Probably did! :biglaugh: Shooting grenades or missiles mid-air somehow reminds me of The Matrix. I managed to shoot a mid air grenade too last night, but forgot to screen cap is as I had one of Mart's new Behemoths on my tail and was about to wet my own pants.

Speaking of Zorak, it would be awesome to encounter mutated mantids in Fallout 3! @_@
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Anna Watts
 
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Post » Fri Apr 01, 2011 8:10 pm

I understand this may be too much to ask, but:
Today I did the Big Town quest and tried to use the robots this time.
They were both there, one of them outside of the town though (and hanging in mid-air before starting the quest).
When I activated them to defend the town they moved to the bridge and watched the muties attack the town.
They didn't shoot or anything though.
Any ideas?
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A Lo RIkIton'ton
 
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Post » Fri Apr 01, 2011 4:25 pm

I understand this may be too much to ask, but:
Today I did the Big Town quest and tried to use the robots this time.
They were both there, one of them outside of the town though (and hanging in mid-air before starting the quest).
When I activated them to defend the town they moved to the bridge and watched the muties attack the town.
They didn't shoot or anything though.
Any ideas?
Not sure about that one. I've not yet played through that quest with the updated records. If you have a save right before that incident, try loading it and see if they do their job? The edits to the two MS01 bots should work the same regardless of whether they're in Fallout3.esm or Fake Patch.
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Manny(BAKE)
 
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